Guest MIND Posted March 9, 2017 Alright, so before this game came out I was super hyped about the idea of making levels. I thought I was going to be able to design them and everything. Snapmap came out which was good. I enjoyed it and I made 5 pretty simplistic but scenic levels. Nothing with heavy gameplay or anything. I don't have any more ideas for a 6th map though. I kind of just stopped even after telling myself month after month that I'd make maps. I don't know whether to: a) Create something just by messing with Snapmap b) Preplan it in my head beforehand c) Write plans down on paper What's the best way to go about it. Have any of you had this issue? 0 Quote Share this post Link to post
symmetron Posted March 9, 2017 I have the issue that I come up with infinite ideas but can't be bothered to fully realize any of them. You lack ideas? Take mine. Check out the thread I made right before yours. It's an invitation for mappers to use elements presented for maps with custom movement mechanics like sprinting and jumping high, stealth etc. Next week I'm going to make a "Portal Template". There are some pretty cool possibilities with teleporters I'll demonstrate there. I don't know whether to: a) Create something just by messing with Snapmap b) Preplan it in my head beforehand c) Write plans down on paper Good question. I strongly recommend thinking of something vague and random (b) and then drawing and writing it down on paper (c). I wouldn't come up with nearly as many ideas if I just sat in front of the editor all the time. When I'm editing I'm actually not particularly "creative" because editing maps is time intense so you try to work efficiently and that means compromising a lot. On paper you don't have that constraint, you can draw a complex room in 5 minutes that might take an hour to mold out of blocking volumes, and you can think of gameplay mechanics that kinda sorta should be possible basically instantly, whereas realizing them with logic in Snapmap might take hours or you find it's not possible at all. Away from the computer is where the creativity flows. BUT don't go too far in your paper plans. Plan loosely, vaguely, never get attached to finer details. Because Snapmap has countless limitations that change the way your design works as you create it. If you plan too much in advance you'll get frustrated. 0 Quote Share this post Link to post
ShadesMaster Posted March 10, 2017 How about a 'Jeopardy' gameshow with the host, Alex TreBaron? But than when you're about to 'win' the game gets interrupted by intruders, so a fully realized 'alternate' snapmap surprises the player into a more conventional SPECIALIST experience after a fully realized 'DOOM JEOPARDY.' 0 Quote Share this post Link to post
Guest MIND Posted March 21, 2017 On 3/9/2017 at 0:24 AM, symmetron said: I have the issue that I come up with infinite ideas but can't be bothered to fully realize any of them. You lack ideas? Take mine. Check out the thread I made right before yours. It's an invitation for mappers to use elements presented for maps with custom movement mechanics like sprinting and jumping high, stealth etc. Next week I'm going to make a "Portal Template". There are some pretty cool possibilities with teleporters I'll demonstrate there. Good question. I strongly recommend thinking of something vague and random (b) and then drawing and writing it down on paper (c). I wouldn't come up with nearly as many ideas if I just sat in front of the editor all the time. When I'm editing I'm actually not particularly "creative" because editing maps is time intense so you try to work efficiently and that means compromising a lot. On paper you don't have that constraint, you can draw a complex room in 5 minutes that might take an hour to mold out of blocking volumes, and you can think of gameplay mechanics that kinda sorta should be possible basically instantly, whereas realizing them with logic in Snapmap might take hours or you find it's not possible at all. Away from the computer is where the creativity flows. BUT don't go too far in your paper plans. Plan loosely, vaguely, never get attached to finer details. Because Snapmap has countless limitations that change the way your design works as you create it. If you plan too much in advance you'll get frustrated. I need your help. I'm on PC. I want High Jumps, Fast Player Speed, and the player starting by spawning from a birds eye view down to start. Can you help me with that? Thanks. 0 Quote Share this post Link to post
symmetron Posted March 25, 2017 On 3/21/2017 at 4:13 AM, MINDustry said: I need your help. I'm on PC. I want High Jumps, Fast Player Speed, and the player starting by spawning from a birds eye view down to start. Can you help me with that? Thanks. Late response, sorry. Quick rundown on high jumps: Basically cover all floors in jump pads, no destination, and set a CUSTOM FILTER on all of those jump pads. The custom filter object is a bit unintuitive so look at my map to see how it works. They got a little carried away with the whole "visual scripting" design on that node. Any way, you use a boolean filter to keep track of whether the player wants to do a high jump. So the jump pads are always active, they just don't affect the player until the filter turns "true", based on player input. This might sound like gibberish to you depending on how experienced with Snapmap you are, but you'll get there. Player base speed is way easier as tweaking that is an intended feature unlike jump height. Player proxy -> on spawn -> set modifier, speed, [your chosen value] %. 100% is how you move in Doom multiplayer. If you want that as a player input (sprinting or walking) then that's also in the Template. You should post in that thread if you want more specific info on something. As for intro camera stuff I haven't looked into that at all since the updates. I only do basic stuff with cameras. Hope someone else can help you with that. 1 Quote Share this post Link to post
Teivman Posted March 29, 2017 try and make a terrywad in snapmap. 1 Quote Share this post Link to post
axdoomer Posted April 1, 2017 (edited) On 3/29/2017 at 3:16 PM, MrD!zone said: try and make a terrywad in snapmap. How will you make the gay rape scene with the screeching noises that is so common to terrys wads? Edited April 1, 2017 by axdoomer 0 Quote Share this post Link to post
ShadesMaster Posted April 18, 2017 Snapmap Ideas. Implicit and explicit execution, go to town!: - Cacodemon Caca - DOOM Jeapoardy - Pinball Punchout - Rumplestiltskin's Rumble - DOOT THE TOOT - The Vacuum Cleaner - Impse - Pinky Swear - The Fart - The Baron, The Witch and the Wardrobe - DOOM TAG - Imp, Duck, Goose - Road Runner and Wily Pinky 0 Quote Share this post Link to post
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